This was originally written with my custom rule set in mind, so some things might play differently. The world itself is a low-magic and low-fantasy place, but you can theoretically inject it anywhere.
The Adventure
Notes on this adventure: Text "quoted" (indented on both sides) and italicized should be used as material to read to the players, or modified to suit your game. I recommend not using what is entirely written here, as it originally was written for my setting. Any time "G$" is written, that means the GURPS standard cost; convert to coins (or whatever your setting uses) if needed. All stats for NPCs are a +/- of 10, and the keywords with bonuses denote what they are good at. Treat keywords as wildcard skills, base them on any attribute and apply them anywhere you see fit!
The Dorsilva River trickles down, the water moving along. A single leaf slowly floats down the river, heading towards the Great Strybrne River, and finally the Imperial Sea. Your group hops across the river one by one, each splashing a bit of water onto their pants. You are members of the Bannerless, a mercenary company, or rather, were.
In the last battle you fought, in the Strybrne Hills, you were crossing from the south, after felling a great beast, named Vorchyn the Hollow Maw, a wicked lundwyrm of yore. Your mercenary company was already dwindling after the fight; desertions and deaths alike.
Then the Goblins struck. Dozens and dozens of the bowlegged things, they swarmed your company. For each you killed, two more popped up. Moravik, your company’s leader, died to their leader, a grizzled Greater Goblin. The Orc was called Hraznik the Bloody, and they say that he would rip apart disobedient Goblins just for fun. Your small party of people barely escaped, slinking away. You then traveled for some time, through the vast Silva Virelia. When you grew tired of the forests, they drew you back in.
You stumbled across a wooden trade fortress, and the doors peacefully opened. Meals were left half-eaten, beds were unmade, and there were zero signs of struggle. Before you ventured in, you headed to the local town of Roccastra to resupply. The hike is only a few miles out, but you certainly want to find as much about this place as you can before you enter.
1: Roccastra
    Roccastra is a small settlement built along the Dorsilva River in the Imperial Era, which was originally a camp built by trade caravans, but flourished into a small village where traders go to sell goods and resupply. They output mostly wood, though a smaller fief attached to Roccastra, called Lowpeak, ships iron downriver, which gets turned into various small metallic goods, though they also make spearheads and helmets for the local Auxilia.
1.1: The Raging Ibex
The Raging Ibex, a local bar, is a hotspot for adventurers, rumors, or drunken fights. The Tavernkeeper there sells various types of mead, including almost-magical food (see the Notes at the end). He also sells rations, being one silver for one day of rations or two days of water in a waterskin for the same price (G$3, 1 lbs; adjust if needed). He also suggests that the players check out the Town Hall and the Trader’s Guild, as both the Mercataeon and the Aediles had been looking for people to find the lost caravan.
J. "Barkeep"
    Barkeep doesn't use his name, nor tell it to the players. He is known for being generous and giving cheap prices to adventurers. He is also willing to give tips and advice to the players for a simple cost. Some say taht he is some sort of old wizard, as he does have a magnificent beard, though the rumors aren't confirmed.
    IQ +2, Will +1. +3 Bartender, +3 Magic, +2 Administration, +2 Trade, +2 Cooking. Magery 2, Status 1. 
1.2: Trader’s Guild
    The Imperial Multi-National Guild of Traders, called the Guilda Transmarina et Terrana Mercaturae, is a large Guild of Traders that spans almost all of Karia and was founded by Svelte settlers in Virellum around a thousand and four hundred years ago. They sent out a caravan to the Dorsilva River Trade Outpost, but it never returned. 
Mercataeon Sevrano di Karsio (Merr-cat-aeon Sev-rano dee Kar-sio)
    Mercatureon Servano di Karsio is a Virellan trader who is the local Mercataeon of the Guilda Transmarina et Terrana Mercaturae. He is the local silversmith, but in his youth, he was a clothier. After a bad transaction, he became a Schlitzohr, having his silver earring ripped out. Everyone in town knows that he’s changed, but people coming in from the outside don’t. Servano is also a Schlitzohr, rumored to have smuggling ties. He wants to send some men to the fortress to investigate, willing to pay 40 Silver per man, modified by a reaction roll. On a successful haggle, he throws in an additional 5 Silver and 2 Silver per head that is brought back. If the group tries to return early, he warns them that if this happens again, they won’t get any of their rewards. He will trade any heads they get for Silver, which they can use for goods and services in the town.
    ST 11, IQ 11. +2 Social, +1 Silversmithing. Charisma 2.
Cursari Tavres (Curr-sorry)
    Tavres is a local caravan hand (or Cusari) in the Imperial Multi-National Guild of Traders. He guards the outside of the Trader’s Guild in Roccastra and also inspects goods coming in and out of the Caravansary.
    ST +1, DX +1, Per +2. +1 Combat, +2 Police.
1.2.1: Caravanasry
    The Caravanasry is a small yard and inn behind the Trader’s Guild, where traders and wanderers are welcome to stay as long as they are on trading business. All goods stopping through the Caravanasry must be checked for smuggled goods. 
1.3: Cassian’s General Store
    Cassian’s General Store is the place where most goods are dumped. Each item has a tag with a price and who made it, and Cassian takes 10% of the sale as a cut. Most people in and out of the town come here for goods, whether to sell or buy. He always has some junk out, like a dented helmet or a woolen tunic. Anyone who wants to buy any equipment should come here. Currently, a +1 Double Mail Hauberk is being sold here, worth G$2170, however Cassian doesn't know it is magical, selling it for G$1345. He is also selling a Fine Shortsword for G$1,750.
    
Cassian
    Cassian is a local merchant. He is considered a nice gentleman and is rather charming. He often opens his door on days when outsiders come through, to entice them to come in. He is obsessed with magical artifacts, and is willing to purchase one--Holy or Magical--for a large sum of silver.
    IQ +1, Per +1. +3 Trade, +1 Occult. Magery 0.
1.4: Blacksmith
    The smithy is where the town sources its iron goods, and one of the few places that doesn’t sell entirely to Cassian.
Felix
     Felix is a local ironsmith who makes most of the town’s goods. He can tell you any time he has sold anything to anyone, including adventurers, and back to his apprenticeship as a blacksmith.
    ST +1, DX +1, IQ +2. +3 Smithing, +1 Trade.
1.5: Town Hall
    This is where the town congregates for public events like holidays. Under the town hall is the church, where the local Priest gives his speeches and sermons. It is always open, for healing or for prayer. Aediles Lucerio, the local leadership, reside here. He has been looking for mercenaries or soldiers to go investigate the Outpost at the River, but has had no luck so far.
Aediles Lucerio (Ae-dill-ease)
    Aediles Lucerio is an older Virellan who has seen it all. He has governed this town for a long time and was a Condotierre in the army before that. In his age, he has seen many things, including Undead, though he often plays it off as a hallucination. He is not closefisted, willing to pay 60 silver to each person for the job, modified by a reaction roll. If he is convinced to throw in more, he throws in five more silver. He also says that if the group needs a priest to handle any possible dead or healing after their return, he is willing to provide that. If the group tries to return without exploring the bottom room (the opening to the Orcish hive), he just asks them if they need healing or the priest to put fresh dead to rest.
    ST +1, DX +1, IQ +2. +3 Administration, +2 Social, +2 War, +1 Combat. Status 2.
Brother Kaeo (Kay-oh)
    Brother Kaeo is a local priest that handles most of the local religious business. Players can buy holy water, holy symbols, be blessed, buy priestly scrolls, etc from him, however he is rather stingy and wants to get the most cash out of the party. Attempts to haggle with him are significantly penalized at a -6, unless the person haggling is a cleric (or has Clerical Investment), in which case he gives them a +3 to their skill instead.
    IQ +3. +3 Religion, +2 Clerical Spellcasting, +2 Administration. Clerical Investment, Power Investiture 3.
1.6: The Dorsilva River (Map 1)
    The Dorsilva River is around 30’ across and 13.5’ deep. The group needs to cross it to be able to get to the Dorsilva River Trade Outpost; however, the bridge, which was destroyed in a Goblin Attack, has not been repaired yet. The group can risk hopping across stones, or can swim across the river. If players fail either a Swimming into a Swimming roll or a Jumping into a Dexterity roll, they are wet and must make an HT check or suffer 3 FP loss. If they fail a Swimming or Jumping roll, they are wet and lose 1 FP.
    Every time they approach the river, roll a 1d6. On a 6, an 18-point albino stag appears, which looks to the group. If they try to shoot it, it dodges and runs away. The stag has healing properties. Anyone who pets it regains a sev-2 wound or better, and 6 FP. If the stag is shot at, it disappears forever.
    Continuing onward, you are stopped by a group of six brigands, who are demanding that you hand over G$0.75 per person in your party (adjust costs if needed), as you are trespassing in their territory. No matter the outcome, the group continues onwards towards the outpost, or can return to the town to regroup.
2: The Outpost
    The Dorsilva River Trade Outpost is a large wooden tower, which has two attached thatch houses. There is also another detached thatch house, a small stone grain silo, and a tool shed. It has wooden palisade walls and is set on top of an artificial hill. 
2.1: Outside the Gates (Map 2)
    The large wooden gates outside the outpost are open enough for three people to fit shoulder to shoulder comfortably, and there were no signs of struggle or siege. Footprints in dried mud lie under the gate, as well as the body outline of the psychotic caravan hand found at the gate. A large pile of straw is also next to the tower, stacked tall.
2.2: Courtyard
    The Courtyard lies somewhat overgrown, and even the sand and gravel path is starting to have weeds grow in it. From here, you can enter the detached thatch house, the tool shed, or the main watch tower. A wagon full of destroyed, moulded, and/or soiled goods sits in the center of the courtyard, with no horses to be seen. 
2.2a: Tool Shed
    The tool shed is a small shed that has some basic farming, construction, and landscaping implements inside it. There is also a small sketch of new blueprints for the destroyed bridge, but it seems they were never finished.
2.3: Civilian Housing
    This is the civilian housing. Two beds, a furnace, and a small table are all that are in here. A window looking into the courtyard is also here, which is odd, but is for defensive purposes, most likely. If someone chooses to search the room, they find a small pouch with two silver coins in it and a straw doll with a small wooden weapon and shield. 
2.4: Watchtower, Floor 1
    The watchtower is a large wooden structure with three floors and two attached rooms. It is made of wood with a thatched roof, and is much sturdier than the other structures nearby. A ladder leads to the second floor here, and two doors go to an armory and a kitchen. 
2.4a: Armory
    There is a small armory here. An old shield lies against a desk, where a spear lies, broken in two. The haft was snapped in two, most likely while hunting boar, since it has a boar spearhead on it, instead of the normal imperial spearhead, which lies next to it. Also in this room is a standard military Gladius. A small copper key lies on the table.
Gladius, Cheap: 2 lbs. sw+0, thr+0. Reach 1. $160.
2.4b: Kitchen
    In this is a kitchen. A table, oven, and a few grain sacks are in this room, as well as a locked hatch that leads down into a storeroom. Opening the door will trigger a plume of dust to rise from below, as well as an eerie aura. A faint flicker of candlelight is coming from the store room below.
2.4: Watchtower, Floor 2
    Up the ladder is a small bedroom, where an Auxilia is lying dead, clutching his chest. His mail was completely slashed, and his woolen tunic was stained with blood. He is sitting in a pool of dried blood, and he looks like he’s been dead for some time. His sword was held in his other hand, which is now open-faced and lying on the floor. There is a staircase upwards here, which leads to the watch-tower portion. The Auxilia is wearing a helmet that would fit anyone, granting DR 3, EP 2. It covers the skull, cheeks, and ears. The Gladius feels magical to any wizard; on a success by more than five or a CS, they know it is anti-ghost.
    Gladius, Cheap: Affects ghosts. 2 lbs. sw+0, thr+0. Reach 1. $1,455.
2.5: Watchtower, Floor 3
    The final floor of the watch tower is nothing special. A 90 lbs draw-weight yew longbow leans on the wall, with a hip quiver (B289) holding six arrows under it. Moving outside the inner lookout, the balcony has an unlit torch hanging on the side, and that is about it. The bow and arrows were made using Gaming Ballistic's The Deadly Spring.
    Bow: 1d+0 (1) imp, range 459. Acc 1. 2.7 lbs, $179.
    Arrows: Hunting Broadhead, Yew. 34 in. 0.07 lbs, $2.48.
2.6: Cellar
    The cellar is a small grain cellar that also has a keg of ale. Curiously, the small space has a hole dug through the floor, which leads further down into the area. It transitions from an earthen staircase to a stonehewn staircase rather quickly…
3: The Yhrani Crypt (Map 3)
The distant drips of water echo throughout the dank crypt. There is no light down here, just the faint whispers of fallen Yhranian people. You have heard of the existence of these, but never entered one. Any loot found on mummies here is valuable silver, but cursed (stuck to hands, blindness, etc)!
3.1: Entry Way
    Going down the staircase, which transforms from an earthen one to a rough-hewn brick staircase, you enter a large room with many shelves on the walls that house mummified people. In the center of the room are three large platforms where three mummified corpses lie. You can see pieces of jewelry and weaponry sticking out on their body under the fabric (again, this is CURSED).
    If the bodies are disturbed, a ghost will rise out to scare the shit out of them. It then floats up and away, but if another corpse is disturbed without first dispelling the spirit will cause 1d/2 ghosts to attack the group.
REMIND THE GROUP: If they picked up the Gladius earlier, they can use that against the ghost, as long as someone identified it as anti-ghost.
This room has an archway as an exit, which leads into a hallway.
3.1a: Hall
    This is a cross-shaped hall. At the end is a portcullis that has been purposefully shut. It leads to Room 2 in the north and Room 3 in the south as well. On this side of the arches, which lead into every room, are engraved knotted ropes behind a sun. On either end of the rope, they go behind a mountain. The ancient runes of the Yhrani people are engraved into the wall. “ᛗᛚ”. If anyone can read a sort of elder language (or specifically a runic language) they can read the inscription, which says “Remember [our] Love”. A slot for a crank is here, which if they have the crank, the group can
3.2: Burial Chamber A
    This room has another Auxilia, which has been clubbed to death. His helmet is dented, and his chainmail is slashed and broken. His face is covered in dried blood, and it pools under him. In this room are more burial shelves. Water drips from the ceiling, forming a small pool in the center of the room, a 3’ wide and 5” deep puddle. The Auxilia is holding a crank.
3.3: Burial Chamber B
    This room has more burial shelves, as well as two dead civilians. One is reaching towards the door, and the other is in a fetal position. They have both received grizzly wounds, both having bled out. There is a ring on the floor, made of Silver. A magician can detect that it is magical. Inscriptions on it read “ᛊᚠᚾ ᛏᚺ ᛊᚠᛞ ᚹᛋᛝᛖᛋ”. If anyone can read a sort of elder language (or specifically a runic language) they can translate this as “Swing Thy Sword, Warrior.”
    Enchanted Ring of +2 Broadsword: 0 lbs, $2520.
3.4: Central Burial Chamber
    The central burial chamber houses six bodies of nobles, each with an ornate engraved picture over their heads. At the back of the room, there is a great engraving showing Yhrani warriors killing a Lundwyrm and making armor from its scales. The central figure wears a laurel, seeming to be some sort of leader of the clan. On his chest is the rune “ᛝ”, which is flipped sideways. If anyone can read a sort of elder language (or specifically a runic language) they can decipher this. 
    At the back of the room, under this engraving, is a large, stonehewn staircase, which looks to have been mined by hand. A woman with her hands outstretched to the top of the stairs lies on the floor, with another Auxilia, another woman, and a child at the bottom of the staircase, all slashed or bludgeoned.
4: Orcs! (Map 4)
    It seems that Goblinoids have found their way into here from underground tunnels and have turned it into a stronghold. Poorly hewn rooms are made in the side of a cavern, where they no doubt tunneled into this place from. Maps and rooms beyond Room 3 are up to the GM.
4.1: Attack of the Orcs!
    At the bottom of the staircase, six lesser goblins are chittering in their cricket-like speech, and as you descend, they turn and immediately strike. After the fight, you can freely continue onwards. The room itself is roughly hewn from stone and natural. 
4.2: More Orcs
    In the next room are more Orcs. Three lesser goblins are crouched, eating the corpses of a woman and an Auxilia. They quickly notice you and draw their weapons. One of them is wearing crudely patched together chainmail, almost like a patchleather poncho of sorts. It only provides minimal protection to the Orcs, however.
4.3: The Hive!
This room has partially collapsed, leading further into the Goblin tunnels, but eight lesser goblins and one greater goblin are inside this room, and almost immediately notice the group. If they choose to retreat, they do not follow up the stairs, because of the ghosts, though the group doesn’t notice this. At this point, they all agree that they have completed the mission and can head back. If combat lasts more than five seconds, spawn a wave of three Lesser Goblins. After that, every three seconds, summon two more Lesser Goblins, until the group is overrun. Every sixth second, a Greater Goblin is summoned with them. They can run back up the stairs and shut the portcullis, locking the Orcs out. They seem afraid of the bodies, due to previous encounters with Ghosts. The Greater Goblin leader points to the corpses, leading the others away.
Final Notes
After the adventure is finished, you can lead into another short adventure, or use Roccastra as a base of operations. There is an entire Goblin hive under the outpost, which if you'd like, could make for a great mega-dungeon or mission, as the Goblins have been raiding towns all over. You can also omit the part about summoning goblins if you'd like to continue the dungeon. The group can also go back to town in the middle of the adventure to go hire help (e.g. to dispel ghosts) if they'd like. Treasure found on the mummies in the crypt floor is valuable, but is all hexed! Below is a cursed item table, roll a 1d6 on it to determine what the curse is. Also see below the curse table for foods that the party can buy at the Raging Ibex.
- Curse of Clinging (stuck to hands)
 - Curse of Consumption (need twice the meals per day, stacking adds an additional x1 multiplier)
 - Curse of Whispering Shadows (character hallucinates whispers; they cannot get good sleep)
 - Curse of the Good (your character cannot lie)
 - Curse of Fireblood (all wounds you take deal an extra 1d-3 burn damage)
 - Curse of the Beast (you cannot speak like a human, rather like an ape or bear)
 
Khosic Raspberry Kolach, G$50
    Khosic Raspberry Kolachs are an almost legendary dessert in Karia. They are known to be eaten in a pre-battle feast, as they reduce pain! When consumed, the consumer has -1 to Pain for 1d hours! This effect can be extended by 1d hours per kolach eaten; however, eating too many can cause horrible stomach aches! After you eat one, roll against HT minus the number of kolachs you’ve eaten. On a failure, you have Moderate Pain for the amount of time you would have had reduced pain, and you lose the above benefits!
Elven Garum, G$75
    Elven Garum (fish sauce) is a must-have for any sort of fish-based dish or, realistically, many dishes. It is a condiment that is made with salted, fermented fish and is said to make one less fatigued. During long trading missions on their boats, the Svelte tend to consume this to regain stamina during storms. When added to a dish, the user regains 1 FP. If the user consumes it for every meal in a day, they also get a +1 to HT vs. Sea Sickness tomorrow.
 
If this ends up getting a decent amount of attention and people are interested in a further part, I will publish a part two to this, as technically it already exists to a degree. As always, thank you for reading my blog, your support is greatly appreciated. I would also like to take some time to thank the following lovely people who have inspired me, helped me write and test this adventure, and are just great people overall: Ethanrat, voidTownB, sirpudding, ravenpenny, canute, Neon, Lop, my (honestly irritating at times) brother, and the rest of my family. All y'all have seriously encouraged me to keep blogging and creating!
Enemy Stats
Lesser GoblinST-1, IQ-5, DX+1
HP 9, FP 11
to Hit 11; Parry 9; Dodge 9; dmg 1d+0 cut, imp, or cr
Global DR 1 (+2 to Skull)
Notes: The term Goblin is interchangeable with Orc. Lesser Goblins are around ~4' to ~4'6" (~122cm - ~137cm) in height and rather skinny. They are considered the dumber of the Goblins, being like worker ants. They speak in a chittering+grunting mix, like a baboon mixed with a cicada. They tend to swarm allies, but when alone, they suffer a -2 to all skills and need to make a Success Roll vs. 8 to flee to find others. They are also dumb! If you are in the next room over, they won't interfere unless directly attacked!
Greater Goblin
IQ-3, DX+1
HP 10, FP 11
to Hit 12; Parry 10; Dodge 10; dmg 1d+1 cut, imp, or cr
Global DR 2 (+2 to Skull; +4/2 vs cr to Torso)
Notes: The term Goblin is interchangeable with Orc. Greater Goblins are around ~4'6" to ~5'2" (~137cm - ~158cm) in height and bulkier than their lesser counterparts. They generally lead war bands and are the lieutenants of the King Goblins (who are directly under the Queen Goblins), being better at fighting. They are more nimble. They speak in a louder grunting+hooting mix, like a caveman mixed with a baboon. Greater Goblins generally lead the pack; any Lesser Goblins around a Greater Goblin are inspired by him, getting a +1 to damage and attack rolls! They also wear patched together chain mail as a sort of chest cloak; suggest to players to not target their torso!
Bandit
HP 10, FP 10
Global DR 1 (except hands; +2 to Skull)
to Hit 12; Parry 8; Dodge 8; melee dmg 1d+0 cut, ranged dmg 1d-1 imp
Notes: There is one archer with the group of six forest bandits; he shoots every three turns at the closest player that is not behind cover or in melee combat. Once 1/2 of the bandits are dead, make a Success Roll vs 10 to see if they flee. On a Success by 0, they stay but beg for their lives. They are willing to give the group G$3 if they spare their lives; if they kill them they get the money anyways but certain Codes of Honor might deny them of the killing. Clerics are not permitted to steal from the poor, especially from their corpses.
Auxilia
ST+1
HP 10, FP 10
to Hit 13; Parry 9; Dodge 8; Block 9; DB 2 from Shield; melee dmg 1d+1 imp or cut, ranged dmg 1d+0 imp.
Global DR 4/2 vs. cr (only on torso and upper arms, all else is DR 1; +4 to Skull)
Notes: They are the backbone of the army. You will most likely not fight these unless the group is causing trouble in town.They wear chain mail over their torso and a woolen tunic under it. They generally fight in groups, throwing their spears and then drawing their swords. If they throw their spear, change their damage from imp to cut. They are hard to bribe, costing a large sum of coin as well as a -4 on attempts to bribe them in the first place.
Maps
| Map of the River | 
| Map of the Outpost | 
| Upper Crypt | 
| Lower Crypt | 
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